DINO CRISIS 1 Title: Dino Crisis Producer: Capcom For: Sony Playstation WordPad Created: 6/10/00 Modified: 10/18/00 By: Ghidrah Submitted: EMaul: [email protected] I'll begin this "walkthrough" with a few bits of, I hope, timely information, which I believe is nesessary for playing "Dino Crisis". These bits should help lessen much of the frustration that most encounter in Dino Crisis. The CUT SCENE - get used to them! Unlike many contemporary games, you canít X out of them in DC. So, when they pop up, take a bite of your sandwich, shoot some soda, and scratch that itch the rest of us donít want to know about. You can, however, X out of FMVs. Many will notice similarities between Dino Crisis and Resident Evil 2 and 3. They use the same game engine and they share similar SAVE, USE, CHECK and COMBINE capabilities. Both games allow the characters to have inventories, although Regina gets to haul much more than the Resident Evil crew. The background rendering is similar in cast. They both have mini games at the end of the main game. Iím sure there are other resemblanceís, but I canít think of any at the moment. Iím going to rant just a little bit more about DC being different. This may keep some of the RE peeps from damning Dino Crisis from jump street; maybe not. Folks, ďDINO CRISIS IS NOT RESIDENT EVILĒ. So, for all of you out there blathering on that Dino Crisis canít compete with Resident Evil - youíre right, it doesnít - it is not supposed to. It shares some things, yup,(THEY were created by CapCom remember?) but it is not and does not try to be RE. Nuff said! Just remember: Dino Crisis is a puzzle-filled action-strategy game and therefore is a challenging game to play, but not impossible, and certainly beatable; Iím proof of that. You must ďBE the PITBULL!Ē When you get tired or stuck, unclench your jaws, save and take a break. Itís what I did. I started DC, got stuck, saved, opened Tomb Raider 4, played, got stuck, saved, opened up Resident Evil 3. I played RE3, got stuck, saved, put it away and went back to DC. I continued this way until I completed all three games. I completed Tomb Raider 4 first, Resident Evil second and Dino Crisis last. They were easier games for me. DC was more difficult. RE and TR had their moments and both are EXCELLENT games. I have played them all many times. So, letís see what makes Regina tick. Knowing what sheís capable of may help you form strategies that wonít fall apart on you at critical moments. A good portion of the information to be discussed can be found in the little manual that comes with the game. Unlike this ďwalkthroughĒ, it lacks in detail but gives a decent idea on what to expect. I know, I know - real gamers never look at the instructions. 1. Regina canít save/store files: So, invest in a small notepad and write down whatever you come across - for you will most certainly need the info somewhere in this game. Examples: any letter codes or number strings you find. The location of anyone or object. Whenever you solve a DDK code, WRITE IT DOWN in the notepad. I realized early, ďI canít remember all this stuffĒ, so I begged wifey, ďBuy me a little notepad, Iíll do anything; Iíll mow the cat in one day, Iíll, Iíll remember to put the garbage cans out and Iíll recycle the kids every other Tuesday!Ē Say anything to get the notepad. After your second or third game youíll have dumped all the trash and refined it to what is necessary for your game play. 2. Regina doesnít have a health monitor: You must pay attention to her. If she takes too much damage, she will start to limp and hold her shoulder. As the damage increases, she will limp even slower and hold her waist. Regina bleeds, too - so far it appears to stop on itís own; The few times Iíve tried, I canít get her to bleed out (she stays in the severely hurt mode). Not to worry, there are medical supplies to keep her in tip top shape. The best way to protect Reginaís person is to plan your moves. Locate and use all maps to check out areas before entering. Look for nooks and crannies - places for the ugly green prehistoric chickens to hide and leap from on to poor Regina. They do love to grab and shake and theyíll leap on Regina, knocking her down and grabbing her by her head, arms and legs, shaking her into next week. If you donít separate them and get her butt up and away pronto, sheís a goner. 3. Regina can shake off an attack: Regina can be mauled; itís harder to think of places where she canít get hammered. So the Game Gods felt sorry for Pretty Regina and gave her the ability to shake off an attack. When the big uglies come out for a chew and latch on to her, mash all your controller buttons rapidly until Regina either kicks the sod off or it drops her to the ground. Start mashing again to get her up quicker - you need to get her throwing lead or running, pronto. The Raptors are stupid, but it takes them only a few seconds to get the clue and come in for seconds. So, once sheís standing, if she lost her weapon, get it or re-arm with another from inventory and pepper the beasty with some shot, otherwise beat feet! This technique works with all Dinos accept Mr. Chuckles (T-Rex - my kids name all the characters in the games I play). Chuckles is a one bite kind of guy. At best, the G. Gun is a distraction only. Shooting at Pteranodons is a waste of ammo, too. I did get one at the big elevator once, but I wasted so much ammo and got hacked on anyway that I changed my strategy. Once you get dropped, book. (RUN) 4. Combat: Combat in Dino Crisis is dealing with Dinos! Here are the rules of combat in DC. If you can come up with others, post it at the site and it will get logged with the rest of the ďwalkthroughĒ, thereby putting your name up in lights. I like it! Shoot, Tranquilize, Run. 180įspin Tracking Dinos accumulated Dino Hits In Your Face Killing Security Screens Shot Damage Danger Scenes Steam vent Shoot: Simple! If you have to move through an area more than once or twice and the area is close quartered, (tight hall, small room) kill everything in the area. Sometimes the offending Dinos will rejuvenate and be back when you return later, (I hate this kind) so killíem again! Tranquilize: This option can be used if youíre passing through an area once and just canít get by a Fernando or a Lucien (all standard raptors are named Fernando, all super Raptors are Lucien donít ask me, ask my kids). Darts are good when youíre low on ammo, or where there are two Dinos. Dinos drop like a rock when tranqed, so itíll give you a chance to stun and run or switch weps and chunk cloneboy. Run: For me, this option didnít come up too often in the early games, but when it did, I used it! When you start playing speed games, running and avoiding Dinos is very important. e.g.: The first raptor you meet on the way out from the first generator room - Gail is gone and thereís a hole in the fence. Regina has the Glock - good for plinking cans and flies. Fernando leaps over the crates and lands in your face. What do you do? ďRUNĒ- Get the heck out of there! Heíll run you down like a dog, so donít flake out and run into the fence or crates on your way out, or sweet Regina will end up being a tasty biscuit for Fernando! There are three or four spots in the game where I use this technique, but most times I feel safer helping them meet their maker! 180į Spin: Regina can do a 180į spin. I didnít use it myself until I started playing speed games - it looks cool. If you stay close to doors when firing at the Dinos, it will help you get out of the room quickly. If youíre in close quarters with the green uglies, sometimes a quick spin and run may be more damaging then staying to fight, unless youíre standing at a door. You will find ways to use it and it could become a valuable tool in playing the game. I have always been able to out run Dinos, (unless I accidentally ran into something) Regina Tracks Dinos : (She looks right at the beggar and follows it, turning her head. This is a good thing.) She auto-locks with her weapon for a second if she is armed. (SHE SHOULD ALWAYS BE ARMED.) Never leave home without them. Often, if the house is quiet, I can hear the Dino in the room or hall even if I canít see them. This is a definite plus. She tracks with head and gun and hears them. Any two of these actions warrants one feeler round. If you hear a squeal, youíve got company. Itís time to pull out the best silverware. ITS KILLINí TIME! The game keeps track of Dino hits: I learned this one on the ďNETĒ from someone I was writing to. Say you enter a room or hall and there are two raptors or Therizinos (Hanz und Franz the tank Dinos) in the area. If theyíre at a distance, you may be able to take out one before the other can get to you. Wonderful! If theyíre close (that is not a likely scenario), this is what you can do: Dino Crisis keeps track of how much lead each Dino eats. If you pump a couple of rounds into a Fernando or Hanz, and the beggars get too close for comfort, you book out the door 180į spin, and re-enter. Hit them again, exit, repeat, rinse well and dry thoroughly. Itís a safe way to kill two. Or, you could dart one, kill the other and then deal with Sleeping Ugly. Iíve never used this ploy (accumulated damage technique)- my fingers donít listen to my brain when Iím in the heat of battle. In Your Face Killing: It might sound harsh, but this is a technique that everyone should master A.S.A.P. (As Soon As Possible, pronounced as one word - ASAP. A.S.A.P. takes too long to say, having a military background, I know these things.) You must get within kissing distance for this to work (I know what youíre saying, but Iím not mental - well, most of the time.) If you want to cut down on game time and ammo use, this technique is a must: a face shot. I have take down raptors with 1 grenade round. or Three SG rounds or two Slag rounds in the face (more for broadsides). Hanz und Franz (Therizinos), on the other hand, takes 2 - 3 grenades or 4 slag rounds in the face to kill. Donít screw around with them if youíre low on ammo, unless you have an L or Poison dart - otherwise, run. Security Screens: These can be the proverbial double edged sword if you donít have the presence of mind to use them under stress. Good scenario: Fernando, Lucien, Hanz or Franz are on the other side of the screen, cool! Just plug away with the parabellums until they give up the ghost. Donít waste good ammo in these situations. Bad scenario: Run down the hall. Dino enters from door near security screen, same side as Regina. You try to get to the security panel to kill the screen, get to other side and reactivate it. YOU FLAKE, bounce off the screen and begin to panic. You become A.B.C.D.F (Already Been Chewed Dino Food) Shot Damage: Iím not going to put anything in here yet. Iíll need some time to get accurate results. So far I can attest to ďin-your-face killingĒ results. All other weapons shot from a distance can miss their target and cloud the results. Danger Screens: These show up at certain points in the game, always when Regina is in a cut scene that you can not control, outside of mashing your control pad (ďmake the ugly monster get off, mommyĒ). When this happens, a DANGER Window appears, to warn you, (to mash your controller buttons, mash your way to freedom.) She canít avoid them, so, again, the only thing you can do is get out of them as quickly as possible with minimum damage and chunk that bugger into bite-sized Pansy food. Steam vent: There is a steam vent in the Lecture Room Hall 1st fl. the few times I tried to use it as a defense I got hacked on by the Raptor in the hall 5. Weapons: Pistol, Shotgun and Grenade Gun. There are three basic weapons at Reginaís disposal. They all have enhancements (add ons that improve the accuracy and efficiency of moving projectiles and increasing the damage quotient.) Iíll start from the first possession and work up to the last and most damaging of her arsenal. Glock 34 9mm Pistol: Frankly, I think they were trying to test our abilities when the Game Gods stuck us with this cap gun. One of itís enhancements is the new slide. When you slap this monkey on, the pistola turns into a Glock 35. ďOH YEAHĒ!!! You can use the 40S&W rounds. More powerful than the 9mm rounds and a touch more hell on the raptor and the Super Raptor, even. ďAW GEEZE!Ē Just what you wanted to hear, right? As if the normal raptors arenít bad enough. The next upgrade for the Glock is the Scope. Itís supposed to improve accuracy and ensure critical hits, therefore increasing the damage to the beasty. (I canít say I noticed a big difference. Iím always freaking out when Iím not playing with infi ammo so it probably slipped by without notice) PA3 Shotgun: (An L Franchi) pistol grip, pump action. It throws darts, standard and slag rounds. I donít know what the slags are, but they do slap the Dinos around and call them Susan. Maybe there was a misprint and they meant to write slugs? It could happen! Darts, on the other hand, SIC Mr. Sandman on the Dinos. If you get your hands on a Poison dart, hoard it. One shot killers, they are... Yes! There are two enhancements for the PA3. One is the shotgun (butt stock). This add on grants the PA3 a faster firing rate, firing 7 rounds? The other add on (fore stock and Barrel) upgrades the PA3 to SPAS12s auto status = more killing power. Heckler and Koch Grenade Gun: This is Reginaís main killing machine. There is one enhancement for the G. Gun. ItĎs a cylinder replacement that upgrades the weapon to auto status. One thing to be aware of - it only shoots three rounds and then you have to reload (AUTO?). Itís the reload part that causes problems, if youíre freaking out in the midst of a battle and all of a sudden, (ďWhat theĒ?) no boom, boom from the G. Gun. Hereís the trick: Donít release the ready button (R1). Do release the fire button(X), then hit and hold for the next cycle. There are three types of ammo for the G. Gun: standard, infinite and flame rounds. Each flame round has three projectiles that fly out of the muzzle and spread out in a three way triangular pattern. I donít care that much for them, (maybe you can divine the art of using them) but they do set the bad guys on fire when they hit. Standard rounds are the ones Regina picks up through the game. The infinite rounds are granted to Regina for attaining a proficiency level. I think I got it when I brought the game time down to four hours, or was it completing all three scenarios? I forget. Iím not sure why the Game Gods didnít allow Regina to pick up loose weapons. Rick and Gail have some nasty looking weapons, why not Regina? When Tom bites the big one - Regina could use his Uzi. 6. Things you can push: There are a number of pushable items in Dino Crisis. Nearly every pushable has something behind it or under it. The exception to this rule are the crates in the Hanger area near the Chopper Pad. All other pushables have something youíll need to survive, so look into every nook and cranny. 7. ID Cards, DDKs, and Keys: This game is full of them!!! DDKs: these are code discs that give Regina access to important areas in the game. She must solve each one to proceed. The DDKs have a couple of categories. Type 1 is a number to letter or letter to number equivalent where the bottom window is subtracted from the top window resulting in the code word. Type 2 is a letter to letter. Again, the bottom window is subtracted from the top window and the code word appears. Last but not least, Type 3, the numbered column subtraction ploy code. Where the bottom window is full of numbers and they represent columns of letters in the top window, like all the Rest of the DDKs, you must subtract the bottom window from the top and VOILA!, you have zee code. I vill leaf hou to solve zee codes, old man. I will put them in somewhere else in the walkthrough for the code-challenged JERRYíS KIDS. Keys: There are a few keys in the game, but not close to the number of DDKs. There are two types of keys in DC. For one type, you must open the inventory and remove the key to use it, like the SOL and LEO panel keys or the B2 1 and 2 Key chips. With the normal keys, you can just press ďactionĒ when at the door that requires it, or whatever, and itíll respond. ID card: Regina will be required to rewrite the ID Card she finds twice during the game. To do this, she will have to find the proper Registration numbers and fingerprints to the individual she rewrites for. Many of the areas and machines wonít respond without proper clearance. She must find the correct computers to do this on also. (Insert evil maniacal laugh.) 8. Ammo boxes: Mostly what you see on the floor are consumable ammo crates that hover and rotate a few inches off the floor to get your attention. The rest are hidden behind or under things like shelves and bigger crates. You just have to try to move everything till you find one that moves and take a boo inside You get the picture, eh? The important thing here is whatís inside the ammo boxes (the consumables). Yes, these are the things that help Regina to survive on ďIbis IslandĒ. Aside from the obvious, (ammunition), there are medical supplies, darts, things called intensifiers, recovery aids and anesthetic aids. 9. Files and Memos: There are files, memos and books strategically left all over the game that help Regina to do her job. They might not always be acquired in chronological order. Sometimes you will have to back-track to take advantage of a memo or file. You REALLY should search for and read every file and memo. I get so many requests from people who are lost as to what to do next in the game because they donít look for, read and /or write down important information. (Donít get me wrong, I do enjoy helping people get through the game.) If they just took some simple precautions, they might still need some help, but I wouldnít be getting the same questions repeated so often. 10. Hemostats: They look like miniature locking pliers. If Regina is bleeding, a Hemostat will stop it. Sometimes the bleeding will stop on itís own, sometimes not. If Regina is bleeding a lot (you can tell by the puddles sheís leaving), then you should apply one. Otherwise, she could bleed out; I have tested to see if she dies. Sheíll start to limp first. Sheíll get so bad that one attack will kill her for sure. A Hemostat wonít improve her health, but it will stop the bleeding and she wonít get any worse. It will hold until you can get her to a Medpack. 11. Medpacks: There are three main types of Medpacks; Iíve only found one or two Small Medpacks. There are Medium Medpacks all over the place and a couple of Large ones. Each type has three sizes, i.e., M, M+, M++ (the same thing for Large Medpacks). There are many ways to combine Meds to make bigger and better Medpacks. A small Medpack will improve Reginaís condition, but not by much. If she was severely damaged you would probably have to take too many to bring her back to 100%. Because of the myriad of combinations, the fact that I havenít tried them all and donít want to clutter the Walkthru more than I have to, I will tell you of the ones I do know and have used. I leave it to you to get fancy with experimenting. Small Medpack: Medium Medpack: Will recover Reginaís health completely. Large Medpack: Recovers her completely AND stops the bleeding. Mixing Medpack with Medpack:. 1. Combining two M Medpacks make a Large++ Medpack. 2. Mix a S Med. with a L Med. and get an L++ Med., etc. 3. Combine a Hemostat with a M Medpack and you get an M+ Medpack. Mixing Additives with Medpacks: 1. Add an Intensifier to any Medpack and you bring it up one whole type. (Intensifier + S Med. = M Med. With a M Medpack = L Med. 2. Add a recovery aid to any Med. and you bring it up a whole type ++. (Recovery aid + M Med. = L++ Med.) 3. Add an anesthetic aid to any Med. and you bring it up a whole +. (An. Aid + L Med. = L+ Med.) Darts: Standard Poison Anesthetic Darts: Small, Medium and Large. If you mix them with an AN. Aid, or an Intensifier or a Recovery Aid, it bumps the dart up to the next strength or category of Dart. Example: Recovery Aid and a Small Dart. = an S+ Dart. Intensifier + an M Dart = an L Dart. An. Aid + an L Dart = an L++ Dart. Poison Darts: mix a resuscitate with an L++ Dart and get a poison dart. I have found four, five, maybe six P. Darts in the game. It depends on whether youíre playing easy or hard, I think. I never thought to count stuff when I was playing the game for me. I guess Iíll have to pay close attention to this go-thru so that Iím accurate. The results will not include objects from the easy version, and will not include random objects (goodies) that donít show up on the run I take to write this walkthrough. 12. Emergency Boxes: Boxes that are set about in the game, which hold supplies Regina needs. I found seventeen wall boxes in my journey through DC. Red E. Boxes: 8, R. wall boxes hold mostly ammunition, and some Medical supplies. Green E. Boxes: 5, G. wall boxes hold Medical supplies. Yellow E. Boxes: 4, Y. wall boxes hold mostly medical supplies, also some ammo. I could list the contents of all the E. Boxes, but they change from New Game Normal/Easy contents to Loaded from completed saved game contents, at least on my CD. That means listing the contents of thirty-four boxes... ďI DONíT THINK SO!Ē Therefore, I elect to use New Game E. Box contents. I think the amount and variety of objects change because it assumes your new to the game and will need more stuff. 13. Plugs: These little things are all over the place in the game. You need them to get into the Emergency Wall Boxes. Each wall box requires anywhere from one to three plugs to open. I found twenty-three plugs and there are seventeen E. Boxes. I total up the boxes and their plug requirements, which equals twenty-six plugs. I subtract the plugs found, and I reach a deficit of three plugs. This prompts me to state that you have to be careful which boxes you open and where you open them, so that they will be useful. This is not to say that there arenít the proper amount of plugs out there in the game, I just havenít found them. 14. Beasties: There are six different beasty types in Dino Crisis. Ranging from the ďBIG CHEEZEĒ to the little RUG RATS. This is a little run down on who they are and how they react to Regina. Iím gonna start with the Big Kahuna, the Top Dawg, the Ace Coon Boom - I give you ďMr. ChucklesĒ. T-REX: (Tyrannosaurus Rex / Mr. Chuckles) This is the Big Mamma Jamma. Heís got to be 20 to 25 feet tall and 35 plus feet long. On the Discovery channel they say he could get from between four and seven tons. Heís been a featured game boss in many a video game; heís more popular now than he was when he was alive, Iím sure. If you try to kill Chuckles, youíre wasting ammo. At best, your G. round is a mosquito bite. A round in the mouth gives him pause, but that is only a moment. Regina should reload and get the heck out of there. Regina meets up with Mr. T five different times in the game. Each instance has a different strategy for staying alive. I repeat, you canĎt kill Chuckles. Therizinos: (Hanz und Franz de Tank Dino twins yah!) Because theyíre twins, you can never tell which is who. These bad boys appear to be about 10 feet tall, about 15 + feet long and about 800 + lbs. Whether theyíre running or walking, you can hear these guys pound the deck. They always appear in pairs and it takes at least three grenade rounds at close range, or from four to six Slag rounds at kissing distance. There is only one spot where youíll see one Therizino and thatís in the B3 rest room if you try to access the elevator. Raptor: (Velociraptor) (Fernando and his Cloneboys) He looks to be about 6 to 7 feet tall, about 10 to 11 feet long, and approximately 350lbs, with lots of sharp, pointy teeth. If they look like Velociraptors, smell like Velociraptors and bite like Velociraptors - they must be Velociraptors! Like the ones in Jurassic Park, Fernando can leap on Regina, swat her with his tail, grab her by the arm or leg and shake her senseless and bloody. ďBe vehwy, vehwy cahfoo!Ē Heh, Heh, Heh. Killing a raptor is only slightly less difficult than taking a super raptor down. One grenade, two or three slags and three or four shotgun rounds, all in-your-face killing. Super Raptor: (Velociraptor) (Lucien) Aside from the different color (which isnít that much different), the only way to tell the difference from Lucien and Fernando is how much more difficult Lucien is to kill than Fernando. Lucien also has an odd attack - well, one of his attacks is the head-butt / body-ram thingy. He charges at Regina, hits her with his head and drives her back into the wall. This has happened to me only once. He does all the same bite tricks and leaps that Fernando does. If you have the G. Gun and you can get up close and shoot him in the face you can take Lucien down in two rounds. With the slag rounds same conditions, three or four rounds. Just about double that for standard shotgun rounds. Compies: (Pansy-ass Compsognathus) (Pansies) For the most part, they are to be ignored. They always appear in groups of six or more. They nip at Regina if she stands still long enough for them to gang her. I never hang around long enough to find out if they can take her down.. So, rather than waste any energy / ammo on them, I leave them alone. They appear to be about 2 feet high and about 3 1/2 feet long, weighing in at what may be 20 lbs. The End of the Beginning: Sheesh, every time I think Iím done with the Introduction to Dino Crisis, I get pulled back with something else to add. Itís a Never Ending Story, I tell ya! Well, I hope this section is helpful to everyone. This is my first attempt at writing something like this; well, at anything, really - outside of wisecracking at the sites I visit. I hope that the people up line of this will find any mistakes I made and correct them before it goes on line. I couldnít have guessed at the beginning of the Intro that it would take this many pages to finish! I reiterate, if all of you out there find things I missed or legitimate improvements on maneuvers or paths, post at the site and make it known. I think it would be cool to have the amendments posted and highlighted for recognition of the poster. Remember though, the correction and/or addition must be a valid revision to make the grade. When the Walkthrough is completed, Iím going to do a Speed Walkthrough game. This is what Iíve been playing for a while. There are some killer players out there who have way better game times than I do, maybe some of them will grace this Intro and walkthrough with some delectable bits of juicy info that doesnít relate to or include cheats, codes or shark devices. I divulge any and all of this information to assist Dino Crisis players. ------------------------------------------------------------------------------------- WALKTHROUGH Good evening Mr. Phelps. Should you decide to take this mission and you or any of your DC interdiction team be eaten, captured, or captured and then eaten, the president and his counsil will probably laugh.... a lot! Then they will call up all their freinds and tell them that you were captured and or eaten - soooo many people will get a good laugh at your capturing and then eating. OK, so, this is it from the beginning folks. I hope I do good PA! I hope you listened earlier in the Introduction and have a pencil and note pad ready! Put the DC CD into the Play Station and crank it up! Hit the START button as soon the DINO CRISIS screen lights up. You can poke around in option if you like to change any of the settings to your personal preference Hit New Game. As I mentioned earlier in the Intro, I am giving info for the Normal game, not Easy. Be aware that there isnít much of a difference between the two, that I can recall, anyway. The Dinos might be a little easier to kill, but not by enough (from what I can remember) to make any difference in the game, so, I would hit Normal and play along with the rest of us. YOU HAVE MAIL! You will get a synopsis from Tom, an agent who has infiltrated the research station on Ibis Island. Youíll get a run down on Kirk and his actions over the last three years. Tom suggests that his government take action against the Ibis Island Research Station. Operation instructions, ďGet Dr. Kirk!Ē This is the route Iíve carved out for myself in the game. As I mentioned in the introduction, if you can provide a valid improvement on this Walkthrough, youíll have your addition highlighted and youíll be given credit for the addition. Some people will choose Gailís way over Rickís way. There is no right or wrong way in this game. Each way ends up in the same place, they just diverge a bit and then spring back again to meet in the middle. Once you start to play SPEED GAMES , there will be a preference to whose path you choose for the sake of time. Each path will be given so that you, the player, can decide which way to go. ďTHE MISSION BEGINSĒ This game has some tres cool FMVs. Resident Evil and Tomb Raider all weigh in at the top of the heap for the FMVs, that Iíve seen. Four people start the game in a military helicopter. They go Geronimo into the foggy blackness of night. Three of the commandos land relatively close to each other. Cooper - ah! poor Cooper, heís seen Mr. Chuckles from both sides now. Scuze me, (BURP) anyah yous gotsa toofpick? After we see Cooper do a cursory dental inspection on Mr. T, the screen switches to our three heroes holed up in a chain link fence enclosure (called ďthe backyardĒ), just outside the compound. One immediately gets the impression that Gail doesnít care that much for Rick. Gail exits to check out the compound for the crew and radios in that the coast is oddly clear. Meanwhile, Regina and Rick move into the inner ring of the compound and Regina listens to Rick as he tells her what heís going to do inside the facilityís first floor Control Room. Now that Regina is by her lonesome, letís take a boo into her inventory to see what sheís packing. Open up the menu; letís start at the top and work our way down. Hit X, ITEM is lit and ready to go. Supplies pops up first. Reginaís packing a clip of 17 9mm rounds for her peashooter. One Hemostat, one medium Medpak - not a lot here, lets check equip. Open EQUIP, top window shows the weapon equipped (9mm GLOCK 34) and the bottom window shows the ammo thatís loaded. Simple - not much in here, either. Until you learn the game, and where the best places to shop for goodies are, youíre going to be hungry for ammo and medpaks. Close out Equip and letís get back to the game. Regina and Gail are now outside the facility walls. Gail is kneeling down, checking out some fired casings (some corny dialogue). As warm as this place is, for the shell casings to still to be warm the group would have heard gunfire as they approached. There is no mention of this. (Too Bad) The two move to the front of the Materials Storage building and Gail gets down with some more casings. An enclosed area to Reginaís left shows a floating ammo box. You canít get in there right now, so donít bother. In front of this enclosure is a crate. Hmm, what to do? Push it? Moe, look, an ammo box! Hit action and pick it up. An M Medpak(?) (varies from one game to another)- take it. Start trying doors. How about the one near Mr. Anal Retentive with the shell casing fetish? MATERIALS STORAGE Enter - to your right thereís an ammo box. Move the shelf to get at it. Itís a resuscitate - will you take it? I think you should; you can make P. darts with these babies. Over to the left there is a key - take it. (Itís the Backup Generator Area Key, BG Area Key for short.) Youíll need this soon. Exit this room and head back to the enclosure you all started from and prepare for another (cut scene). Youíll have a convo with Rick. Gail will eaves-drop on the conversation; heíll show up, take the key from Regina and proceed out to the BG Area - follow his Aryan butt out there. Ignore the boxes on the way out, thereís nothing in them. Regina will pass through fenced-in corridors to the Backup Generator Room 1 Fl. SHAZAM! - ďThatís disgustingĒ; it reminds me of the scarecrow from the Wizard of Oz.(... ďand his torso was over there, and his, well, most of his legs were over there....Ē) Now check him out - what a catch, eh girls? Heís got some goodies for you - another medium Medpak. Follow Gail to the building and start that generator, would you please? Mr. Panty-Waist in the Control room is waiting . Once inside the building, move all the way around to the left of the room until you arrive at a window in the wall, and a grid-looking thing with levers to your right. This is the BATTERY PUZZLE; you can count on all of them to be the same. Hit action and you are told what to do. Itís up to you to realign them. Now that you have them lined up, hit Cancel, move to the grid and hit action. Bells and whistles and - Voila! - the generator, she is running, no? Now, go out to tell Gail. OH OH! machine-gun fire and some muffled noise - letís go see. Regina exits the building and heads over to a gaping hole in the fence - no Gail - then she notices the corpse is missing. (cut scene, From atop the crates bounds a Velociraptor, who just canít get enough of that good stuff.) Meet Fernando! First bit of good advice: RUN. You canít match weapons with this badboy and you canít afford to use up your meds when youíve barely started the game. Run to the entry gate, donít rest yet, Fernando hasnít given up! (another cut scene) As soon as you regain control, move into the compound - he canít get you in there. (Cut Scene, Fernando gives you that ďOH, Iíll see you again, HoneyĒ look.) Turn and head for the door at the building. (Cut Scene, you get to insult Rick - thatís a good thing. You agree to meet up with him in the Control Room and youíre sent his position on your locator.) Donít get confused, the Control room is disjointed from the rest of the picture because you donít have the first floor MAP yet, so just follow me. Triangle out the map and letís be on our way. There is a short alley to another door you havenít tried yet, right in front of you. Head for and through it into a hall, move down the hall and look around. You canít be hurt here yet! Youíll meet up with a locked door here. Thereís something nasty on the other side. You see your first security screen; you canít operate it yet, thatíll come later. Youíll see a bulletin board. Check out the notice. (Not important, just trying to get you into the habit.) A grate on the floor - examine it; you have no choice here. The Security Screen is locked, (security screens will hence be called screen or screens) so hoist up and have a go at the Piping check passageway. Drop down through the first opening you approach. (Control Room Hall) and move down the hall Ďtil you see a door on your left and an ammo box on the floor. Pick it up, itís a 9mm. Thereís a GREEN Emergency box on the wall. You canít get in it yet, so forget it. Enter the Control Room. (Cut Scene, Talk to Rick and let the two of them decide on the course of action.) When youíre done, leave the Control Room and head back to the ventilation shaft and the door next to it. Enter the Management Office. On the floor is your first good weapon - the SHOTGUN. (No ammo for it yet, but it Ďs close.) Thereís a switch on the wall - turn it on. Now the computer is on and thereís an H DDK Input Disc on the counter and a PLUG in the box. Get them both. To the computer - OOH, E-MAUL! Lets look! It explains how to use the DDKs. You should write this down for now; you can always dump it later. Move into the next room - DUN, DUN, DUN (scary music) - another corpse. Thereís an object on the floor, get it. Itís the PANEL KEY # 2 LEO. There is a locker with a combo lock. You canít get in it yet, so letís head out through the other door in this room. (SAVE) Exit. (Cut Scene - talk to Rick, he has freed up some screens.) Quickly turn right, walk to the green panel, deactivate the screen, walk through and reactivate. You have a friend with you, a Fernando clone, and he really wants to get to know you. Try out the pistola, Amigo! Pump some lead into this hombre! When youíre done, clear the screen and walk to the door ahead of you. Thereís another screen to your left and some doors, but the screen is still locked so enter the LOCKER ROOM . Thereís an H. DDK code disc on the lockers - grab it. On the table thereís a journal - read it. There is important info, like the combination to the locker in the Management Office. Pick up the M, ANesthetic. Darts. Exit the Locker Room and move back into the Management Office and unlock the locker. Youíll find the Main Entry key and a resuscitation case. Take both and head back to the Management Office Hallway. Turn right and go thru the double doors. You are now in the MAIN ENTRANCE. There is always at least one box under the stairs. Get it and either increase the potency of your darts or medpaks. Sometimes thereíll be boxes on each side of the main door; the contents vary when they are present. Move to the main door and exit. Regina is now outside. She canít jump or climb over things, so donít try. Run around to the guard shack and meet Mark Doyle, deceased. Get the shells and load them into the shotgun. Get the An. Aid, the N. DDK code disc and read Markís file. Write down whatever you think youíll need. Turn around, head back inside and climb the stairs to the second floor. There is a movable crate - inspect it and head to the door. What I would do here is combine the An. Aid with the meds and make two L++ meds that will stop the bleeding. Take the Resuscitate and combine it with an L ++ dart to make a P. Dart, then take the last An. Aid and mix it with the Hemostats. Now you have four empty slots in inventory. When you open the door to Second Floor Hall, youíre going to see or hear a raptor. Run by him to the Chiefís Office on your right, stand in front of the coder and press action. (Once done, youíre safe for the moment.) Keep pressing action Ďtil you see ďwill you set the DDK? (Yes / No)Ē Click yes and solve the code. Subtract the letters in the bottom window from the letters in the top window and youíll have the code. Click enter, turn right and enter the door before Fernando takes a liking to you. Inside the Chiefís Office, Regina will meet the first live human outside the mission crew, but he dies. Before dying he gives Regina the PANEL KEY #1 SOL. Pick up the SG shells and the N. DDK input disc on the counter. There is a safe on the wall. Approach and hit X. Read and respond with the two panel keys. Once you have them set properly, itíll open up and youíll be asked to input the combination to the safe. This is what youíre gonna do: (I was so stuck on this one and my wife figured it out, there is no memo that I can find) check each panel key out and write down exactly what you see, exactly the way it is written, then turn them upside down. VOILA, ze combination! Input said combination and pull out the L Key Card. What happens next will be kind of stressful the first four or five times you do it, but itís survivable. Turn left to leave. T-REX will crash through the window and take our new dead friend. (They never seem to last in this game.) Chuckles will lunge again, this time knocking over the desk. Regina will back up against the rear wall. Chuckles will give Regina the ogle eye, as he sways and pulls back, your opportunity for one of two options begins: #1. To book fast. You can make it out without a scratch if you donít tangle with him. Itís scary but do-able. Itís the pick I use; itís faster than option 2. #2. After Chuckles lunges and you regain control of Regina, fire a shotgun round into his open mouth. Two or three of those makes him back off. Now youíre back in the hall. You can stop, switch to L Darts and dart the Fernando and/or you can run down the hallway to the door at itís very end. This brings Regina outside. She could use some fresh air after that - Phew!!! There is a door to your right; enter the COMMUNICATIONS ANTENNA ROOM , read the memo on the counter and scan for important stuff. WRITE IT DOWN . OK, done in here for now (youíll be back). Head back inside. Thereís no need to explore out here. (I canít stop you though, so get it out of your system!) Thereís one more door to enter - the door across from the Chiefís Office, THE LOUNGE . Thereís a Fernando clone in here, too. GEEZE!!! Dart him or try to avoid him. There is a resuscitate and sometimes a random box on the floor. You have the room to store it, and when youíre down to one L++ dart you can make another P. Dart with it. Thereís a wall safe at the far end of the other room (wonder whatís in it?) and a file on the bar. (It explains some stuff about the Anesthetic Aids, Recovery Aids, Intensifiers and Multipliers.) Go back out to the 2nd floor hall and through the doors to the Main Entrance, down the stairs and under them to the door. (Cut Scene, Rickís telling you what to do again.) Youíll need to pop in the N. DDK for this one. ( Subtract the bottom window letters from the top window and yet again the password- WRITE IT DOWN.) You have now entered the ELEVATOR HALL. There is a box with a plug to your right. Get the plug and open the RED E. BOX. (It takes two plugs to open.) Dump the things you donít want to carry. (A personal choice to make.) Move the box near the wall and get whatís under it. There is a glass panel in the center of the room. The first floor map is on it. Get the map. (Poor guy on the floor looks anemic, I wonder who he was?) There are two elevators and two doors in this room. Go through the second door and head down the hall to the screen. Open it up and enter the door on the left. Youíre in the OFFICE. Get ready to rumble - your shotgun should be ready, Freddie. When you enter the room, if you donít see him, watch Reginaís head turn. Go to weps ready (R1button). Sheíll track for a second run up and give him a big lead-filled kiss! If youíre right up on him, you can dump him in four shots. You can tell a critical hit by the way he screams. You want to take him in here. Thereís another down the hall - you donít want to be a Regina sandwich. (Where did I hear that saying before?) OK, so letís explore the room. Thereís a bulletin board between the tables. Check that out and WRITE IT DOWN! Iím going to stop reminding you in a little bit and if youíre not paying attention, youíll be sorry! A phone on the table - try getting ahold of Paul. Follow the instructions. Thereís a very important computer over there - go check it out. OK, youíre done with this room. Ignore the other door for now. Head back out into the Lecture Room Hall. If you can, try to run by the clone in the hall. Thereís a vent grill on the floor, near the soda machine, and another corpse on the floor. The corpse has a plug - get it, then enter the door on the left. Youíre now in the LECTURE ROOM. The B1 BG Room Key is on the top of a desk at the far left end of the room. (Cut Screen) Get ready to rumble! Thereís nothing to do but mash the controller buttons to make cloneboy, who drops from the ceiling, get off and look for someone of his own species. WHOA, Gail! Good deal - thanx big time. Now, letís head out down the hall to that grate on the floor and see where that takes us. Wouldnít you know it - right into the toilet. (Of all the times Iíve played this game, only once did I find any toilet paper in this room.) Walk out into the hall and youíll find the other door locked and Fernando is back. Save your ammo. You can now operate the screen. Back to the Piping Passage! We need to find the B1 BG Room Drop out of the vent opening and run into and through the Office to itís other door. Now youíre in the Office Hallway where Regina first entered the building. The screen is unlocked now. If thereís anything on the other side, go and get it, then turn around and head outside. Remember that fenced-in area outside that you couldnít get into Ďcause it was locked? Check the box out, too. Drop down into the opening and get the second generator running. Ignore the door on your right, itís locked from the other side, swing around to the flickering panel. Thereís a battery in it. Take it, move to the shelf, push it and take the plug. Now to the battery puzzle. Move to the right side of the glass and install the battery. Go to the center and move the batteries around to get the required sequence. (R,B,G,W.) Move to the levers on the right and start the generator. (Cut Scene) Itís Rick again. (Is he getting on your nerves yet?) Rick wants Regina to come back to the Control Room to tell us something. Head back to the Control room where you met him before. Once back in the building, head for the first Piping Passage you used. Youíll be greeted on the way by another clone. Kick him off and shoot him, or run to the Piping Passage Vent.( Iím for the run this time.) When you get back to the Control Room, youíll watch a heated argument between Gail and Rick as to what priorities to follow. (This is the first decision in the game - to follow Rick or to follow Gail.) (DECIDE) You must follow either Rick or Gail. GAIL, SEARCH FOR KIRK OPTION 1 Head out of the Control room, turn left, and proceed down stairs to the Medical Room Hall. Stop in the MEDICAL ROOM, read the memo, pick up the ID card on the table, and search the rooms. Get the two M. Medpaks, the plug on the counter and leave. (SAVE) Turn right outside the door and continue down the hall. Ignore the Pansies. Enter the B1 Hall and meet up with Gail. As soon as Regina enters the hall, Kirk bolts and Gail rolls under the now lowering Gate. He radios Regina, telling her to meet up with him in the Lab area. Head back up to the first floor, through the Management Office. (SAVE if you like.) Once in the Management Office Hallway, turn left. Avoid Fernando if you can, otherwise, smoke him. Proceed down the hall to the screen, open it and run into the STRATEGY ROOM. Pick up the E. DDK code disc on the center table, swing around and pick up the Finger Print Device, (hence known as the FPD). Read the file and write it all down. Get the plug from the box on the floor. Thereís a YELLOW E. Box on the wall. If youíve been saving your plugs, open it up. There is an S med., slags and an intensifier this time. OK, done. Itís time to head back to the Elevator Hall and Office to make a new ID card for Regina. Leave the strategy room. Avoid the raptor if you didnít kill it before entering the room. Enter the Main Entrance and then the Elevator Hall. If you set Paulís pager on ďholdĒ in the office, itíll be ringing. He has the prints you want, so get them. Now go to the Office, move to the front of the computer and get the ID card out. Find Paulís Reg. # in your notes and plug them in to the comp. Follow instructions and youíll have a new ID for Regina to use. Now itís time to look for Rick! Head back to where you began the mission (enclosed fence). (cut scene): Regina gets a message from Rick - Tom wonít be coming to the Office party on Friday. Exit the next gate; youíre outside. Get ready for some killing or darting. When you get to the door, get ready for a short air ride. Switch to the pistol, because youíre going to drop it. (Itís mashing time again!) Large elevator - Pteranodons - hungry - Regina food. When you get dropped, head for the door in front of you - the LARGE ELEVATOR CONTROL ROOM. Get the two L. DDK discs: one from the counter and one from Corpse Tom. Exit the door at the end of the room, turn right and get the Outdoors Area Map. Turn around and head out the next door. The Pteris are back. Do a quick run to the next door, trying not to get hacked on in the process. Enter the ELEVATOR POWER ROOM. Go down the ladder, move over to and push the shelf. There are slags this time. Get the B1 Crane card and move over to the six consoles to do the Pipe Puzzle. This oneís not so difficult but it only goes together one way, so take your time and get it done. (Does anyone remember Roy G. Biv?) Once completed, head back up the ladder and, you guessed it, (cut scene). This oneís likable, though - just remember to mash vigorously and youíll get the GOOD scene; not vigorously enough, and you get the BAD scene. Go back through the Elevator control room, activate the elevator and travel down to the B1 level. Donít forget the plug at the boxes. Pick up anything you might have dropped before and all boxes that may be lying around the elevator, if you have room. Enter theB1 CARRYING OUT ROOM. Climb the ladder, push the shelf, get the goodies, move to the console and use the B1 card on the computer. Move the containers out of the way and head back through the doors on the other side of the room. There is a box on the floor. Always check them, just in case itís something you need. Pass through the hall to the B1 hall, move to the Medical Hall and up to the first floor. Head through the Management Office. (SAVE) Go to the elevator ------------------------------------------------------------------------------------- RICK, SEARCH FOR TOM OPTION 1 Let's follow Rick this time and see what goes. This means heading right back from where you just came from. Your thrilled, I'm sure. (I suggest saving in the Management Office and then moving back out the vent opening.) Climb up, run, drop down; either kill or run around Fernando. Go back outside again and return to the enclosure you all started in. You'll note that Rick is waiting for you; (what a gentleman) follow him through the gate. Get ready to use your darts here - load up with them, there are two Fernando Cloneboys waiting for you in this little area, also some goodies. Once through this area you can never go back. (Anty EM!) If you can't duck dodge or hide your way through this mess, dart them. Get what you can carry (slag rounds and a resuscitate this time) and run through the doors. Now your in the LARGE SIZE ELEVATOR and getting ready to meet the Pteranodons. I hate these guys. Theyíll swoop down on your butt and fly off with you, and in this case, theyíre going to make you lose your weapon. Donít worry, youíll get it back in a few. (cut scene) Itís mashing time again, kiddies, so hit that controller to make the mean old Pteranodon let you go. When youíre dropped, youíll either hit the wall (BAD) or hit the ground (GOOD). Run for the door thatís in front of you and youíll enter the ELEVATOR CONTROL ROOM. Meet up with Rick and Tom. (How did Rick make it through all that?) Tom will give you an L. DDK code disc and youíll find an L. DDK input disc on the counter. Then, of course, Rick will start telling you what to do again. Thereís another door - go through it, get the Outdoors Area Map and exit through the next door. Watch out for the Pteris out here. Go serpentine to avoid them; you want to get to the ELEVATOR POWER ROOM Climb down the ladder, go to the shelf and move it. Pick up whatís there, if you can use it. Combine things in inventory to make room, if you have to. Pick up the B1 Crane card and do the Pipe Puzzle . Go get Ďem! You need to have that elevator working so you can get Tom to the infirmary. When completed, climb back out and get ready for - you guessed it - (cut scene). Pteriís back, and he latches on to Regina. (Mashing time.) If youíre successful, he drops you and falls into the elevator fan; (chop, chop) otherwise, you do! Run through the elevator Control Room out to the Large Elevator and start it up. Get your gun, the plug and anything else out there that you can carry. Go back to the Control room and get both men to follow you to the elevator. (cut scene)You end up in B1 CARRYING OUT ROOM. Reginaís got to move the containers, so have her climb the ladder and push the shelf. I got an M Medpak and took it for GPs. Move over to the Crane Operation Console and activate it with the B1 crane card. You have been given four movement cards, a hoist and a release card to free up the room. Once youíre done, follow Rick and Tom to the infirmary. There are two doors on the other side of the B1 CO room, they both lead to the Hall for carrying in Materials. The left door enters a part of the hall that is separated by a security screen. In this part of the room there is a door that leads to the B1 BG Room. There is a box near the other B1 CO room door with An. darts in it. I took them. (cut scene) Rick and Tom make it to the Med. Lab but thereís a sleeping Dino there that wakes up real grumpy like and, well, Tom bites the big one in a selfless act of heroism to save RICK!! Move Regina through the hall to the B1 hall and into the Medical Room Hall. Look - little Pansies, munching happily on a raptor - more power to them. Donít hang too long; they like their meat warm. Get into the MEDICAL ROOM, console Rick, get the ID card, the two M meds in the cabinet and the plug in the box on the counter. Read the memo from the Doctor. Now head back to the first floor. (I would save as I left this room.) Turn left out the Med. lab door, continue up the stairs, over to the GREEN E. Box and do all the things you need to do. Mix, switch, dump - whatever. Make some free space for whatís coming up next. When youíre done, move down the Hall and go through the Management Office. Remember, thereís a Dino out there, so maybe you want to save here before you head out this door. Out in the Hall, turn left and left again. Head over to the screen, open it, cross it and start it up. Pick off Fernando with the pistol if you like, or leave the screen off and run by him again after you leave the STRATEGY ROOM. In this room youíll pick up the Finger Print Device (hence known as FPD) and the E. DDK code disc. Read the file on the table, it gives info on the ID Computer in the Office. Thereís a plug in a box on the floor and a YELLOW E. Box on the wall. There are some good things in this box to take with you. You should still have three plugs. Run out of the Strategy Room, pass by the raptor, turn right and through the doors to the Main Entrance Room. Turn right and head into the Elevator Room. Now, whatís that beeping all about? OH, Yeah - Paulís Pager; so thatís who this is. Go to Paul and get his prints with the FPD. If his pager gets on your nerves, shut it off. Head over to the RED E. Box and do whatever changing youíre going to need. When youíre done, go to the Office and write a new ID card with Paulís Registration # and his prints. Stand in front of the computer, pull out the ID and follow instructions. Pull his Reg. # out of your note book and type in those numbers; the computer will do the rest. Now head back to the Elevator room. Enter the ELEVATOR HALL and get into the elevator. Head down to the B1 level. Get ready for (Cut Scene) another Dino. Fight him off and shotgun him. There isnít much in this room. Go to the Bulletin Board and get the B1 Map. Go to the table and read the file. Write the important stuff down! Head to the other door, plug in the 2 L. DDKs and solve the password with the information you just got from the file. Enter the B1 Main Hallway. Can you hear the 2 Raptors trying to get at you, but hitting Mr. Good Screen? Use up whatever 9mm you have left and switch to the SG and standard shells. When they are toast, open the screen and head right, down the Hall to the next screen. Open - on to the REDE. Box. Get the P. dart, 40 S&W, Slags and standard rounds. Now enter the B1 COMPUTER ROOM. Follow the floor around till you see the file. Read it and write it down. See the blue wall panel with the slot on either side? Some kind of card goes in there. Find the red tool box, get the screwdriver, turn around and move to the panel to the left of the door, access the screwdriver and pull off the panel. Go to the door, get the plug and (SAVE) exit the room and move down the hall to the next screen. Open it and head to the door on the left. Enter the RESEARCH MEETING ROOM. Thereís an E. DDK input disc (a comp terminal at the end of the table with some vital info on it) and a file on the table. Read it and write the info down. Thereís a plug on the shelf. Head back out to the computer room and find the computer terminal where you enter in the code for the Gas Experiment Room. Head back to the Research Meeting room and go through that other door. Enter the GAS EXPERIMENT ROOM. Pick up anything floating around in this room if you have space in your inventory. The Gas Puzzle is one of the most difficult. The difference between killing the researcher and keeping him alive is a key to two boxes in the Med. Lab that have medical supplies in them. You can only use the key once. I never found them useful at that stage of the game, so I never take the key. The object of the puzzle is to get the gas to be clear by mixing RED, GREEN and BLUE gas to neutralize the haze; Iíll let you experiment. Either way, you get the important object, which is the B1 Key chip. Leave the room and (yup, Cut Scene) Raptor leaps on Regina and commences to chew. Mash that controller, kick him off and run out. Once you have control, you must gas the Dino to leave, so do it! Back out in the Research Hall, turn left and greet the two anxious boys behind the screen with those S&W rounds. Empty them, then switch to the standard SG rounds. Once they are done for, continue along the hall Ďtil you enter the LIBRARY. There should be a Medpak at the door. Look around and find the Sights for the Pistol. Install the enhancement. Now, locate the Blue wall panel and install the B1 key chip. (Check it first.) This is the B1 DISC STACKING PUZZLE - the first of the two stacking puzzles. It will rewrite the B1 keychip; there is a pattern to the lower left to follow. Once complete, go to the locker in the middle of the room with the green light and install the B1 chip. Youíll receive the R Key card and a memo - not as important as the other memos, but it hints at a secret lab. When youíre done here, head back to the Computer room and go to that funny panel at the end of the room. Now you have the L and R Key cards. Slip one through. (ďHey, what gives?Ē) All right - call Gail and letís get this opened up. Gail arrives and the two of you open the large panel. What do you find, but the E. DDK door, of course. Put the two DDKs in, and whatís up? - a new password puzzle. Well, if we were paying attention to those memos we were getting, and wrote the info down, this puzzle will be easy. Itís just another subtraction. This time, itís columns instead of letters.(SAVE if you like) Enter the EXPERIMENT SIMULATION ROOM and read the file on the table. It contains a little background on some things youíll be in contact with later. Look around the room and push the shelf. This is a good thing; you now have the SHOTGUN UPGRADE. The SG can fire faster now. Pick up the An Darts, if you have room, and exit the Secret lab. (Cut Scene) Emergency time coming up; a decision for Regina in a moment. But first, you must solve another puzzle before you can proceed. Remember the panel cover you removed? The Circuit Panel Lockdown Puzzle: three little odd-shaped patterns that must be arranged so as to reproduce the pattern in the lower left corner of the screen. When this is done, Regina will have to decide which guy to follow. DECISION TIME Choose to follow Rick's or Gail's way GAIL 2ND OPTION B1 COMP. RM. TO MAIN CONTROL RM. Lets see what craziness Gail can get us into. Load up with some Standard SG shells and head out. Run down the Research Hall, turn left, run around the Dinos, if you can, or you can plug them with shells, darts or whatever. Run through the Library, avoiding the raptors in there also. Out into the B1 hall and through the E. DDK door. Turn right and run through the opening that had the grated door, veer left and enter the Carrying Out Hall. Deal with the Raptor if you must, go through the doors and meet up with Gail and Kirk. Gee, that wasnít so bad, was it? OH, DARN! (cut scene) Kirkís ego gets another slapping, he coughs up his communication card, hands it to Regina, (man he doesnít even wipe the phlegm off EEW!) and goes off with Gail to be handed off to Raccoon head, I mean Rick. Gail catches Reginaís attention with, ďIíve got something I have to do firstĒ bit! Hmm! OK, so now Regina has to make her way back to the Control Room and up the elevator to the Communications Room. Head out of the Carrying Out Room to the hall, and to the B1 hall to the Medical Room Hallway, up the stairs to the Control Room Hall and into the Control Room. RICK 2ND OPTION B1 COMP. RM. TO MAIN CONTROL RM. OK, letís see what trouble Rick can get us into! Head back into the Secret Lab, run over to that big computer console near the Escape hatch, activate it and sit down. Youíll notice that the hatch has three red lights, which means three combinations. Rick will come on line and give the instructions to complete each combination; they are all letter combos. The first set has 5, the second set has 7 and the third set has 8 letters. Iíll say right off the bat use a note pad, if you picked Rickís way then you want to do it Rickís way, right? If you fail, youíll end up having to chase Gail anyway, so use the notepad. The first set of 5 are flashed over the screen. When complete, you will copy each letter, in itís order, on to the verification window and press enter. If correct, youíll get a match acknowledgment from the screen and the first hatch light will turn green. The second combination arrives, a bit trickier than the first set, and it has 7 letters. Once completed, correctly copy them to the code window and press enter. If correct, the second Hatch Light goes green. Last but not least, the third set arrives. This oneís 8 letters long and now the note pad is a God send, eh? As before, copy them exactly to the code window and hit enter. The third light turns green and Rickís now-grating voice comes over the intercom, telling Regina to hightail it out through the Hatch. ďYOU GO, GURLĒ! (I wonder whatís down in this dark and dismal place. Too bad the game doesnít let you explore.) Well, here comes the ladder; climb up and enter the B1 CARRYING OUT ROOM. Looky here, itís Dr. Kirk! Say ďHIĒ to the Evil doctor, kids!Ē ďHI to the Evil Doctor, kids!Ē Shortly after your introduction to Kirk, Gail pops in, not even a bit surprised is he that Regina beat him to the Evil Doctor. Gail threatens to drill a few holes in the Prissy Psycho Kirk with his machismo machine gun. (ďI don need no steenking macheen gun, I gotsa Machismo wanĒ) I didnít know Gail was Mexican; I thought he was Aryan! So, Kirk is talked into coughing up his Control Room Elevator card to Regina (eew all that fur) and Gail tells her that heís going to take Psycho Puppy to Rick and take care of some unfinished business. ďGail, thereís no toilet paper in the bathroom, Iíve been there.Ē They walk off, Regina bolts after them, running like mad, never catching up to them, needing to be sure Gail heard her. Leave the Cargo room through the door that leads to the B1 Hall, then to the Medical Hallway, up the stairs to the first floor and finally into the Control Room. Enter the CONTROL ROOM. Enter the elevator and head up to the COMMUNICATION ROOM. Thereís a Red E. Box , a memo thatís not very important and the antenna key. (You need that.) Now exit the room and go out to the roof walkway. There was a Recovery Aid near the door. Run down to the COMMUNICATIONS ANTENNA ROOM. You were there before, looking for the combination to the safe in the lounge. Walk over to the striped square on the console and use the antenna key. When youíre done, exit and get ready for some excrement, I mean excitement! (Yes, another Cut Scene.) This time, Chuckles shows up and he wants to eat Regina. ( BAD, BAD DINOSAUR!) So run, my girl, run! ( Fall down, get up and run again; fall again and run again - monotonous?) Well, weíll see. When you reach the Comm. Rm. door itís still locked. Whatís taking Geekboy so freakiní long to unlock the freakiní door? You have two options here: you can try the ďrun back and forthĒ method, trying to avoid Chuckleís pearly whites, or you can turn around and give him pause to consider, by firing a round or two into his gullet. Slags donít hurt as much as grenade rounds, but they keep Chuckles away. Once inside, (Cut Scene) Regina calls up the Chopper and talks to Rick, who tells Regina where to go, again. (Heís really asking for it.) So, go back down the elevator, through the Control room, out into the Hall and through the Management Office. Here is an excellent place to (SAVE). THIS IS THE HALFWAY POINT, FOLKS, So, to be save SAFE, donít forget to stop in the Elevator Room to get the P. darts and whatever else you need to beef up your inventory. Exit this room and go through the Main Entrance to the outside. (Cut Scene) Pteranodons again? Theyíre pissed at you for what youĎve been doing, so be careful. Youíll hit the large doors at the guard shack where Mark is (still surprisingly laid back) on the ground; nothing bothers this guy! The doors will part and Regina is on the run again. Donít waste any time on the Raptors that come from nowhere and everywhere. Find the door to the HANGER. In the hanger there is a CRATE MOVING PUZZLE and some very important things to assist Regina. There is a ladder. (ďHmm! I wonder whatís up there?Ē) Youíd better investigate - you really need whatís in that box. ((whispers) - ďGrenade gun.Ē) The movable boxes are a lighter color. It will take some thought to move them, so take your time and think it out. If you mess up, head back outside and return. Everything resets. Did you like what you found on the second floor? So, youíve got the boxes moved around and youíre on the other side of the Hanger. Do you have any room for the M Medpak? How about the G. rounds? OK, take a deep breath and square away, because one of the coolest FMVs in a game is about to happen. Mr. Chuckles is very upset about the way youíve been treating all of his food, so heís going to try to eat everything this time! I leave this feat up to you to figure out. There are a few methods that Iíve heard and tried and I have my favorite - tricky, scary and fantastic when it works; infuriating when it doesnít. So, Rick finally gets the elevator to work and fires off a round (accidentally shooting a 727 out of the sky two miles away - everyone is shark food) to let you know that you can come in now. You do, (cut scene - whatís worse - Rick, or cut scenes?) the elevator screws up and youíve got to find another way out of here. You separate, Regina finds some Pansies (Compies) and the MATERIALS ROOM. Another corpse (typical), a memo (read it!) and the C.O.Pass card. Exit this room and find the other elevator where Rick is; he has just fixed it. You end up outside on the Large Elevator again and drop down to the B3 CARRYING OUT ROOM. The white battery in the battery case is toast, so Regina has to find another one to take itís place while Rick just stands there and pouts. (The baby.) Find the B3 backup generator room. Find the White Battery. Remove it and bring it to Rick. Now, follow him into the B3 CONTROL ROOM. RED and YELLOW E. Boxes are in this room. One set of B3 Crane are on the table and another set is on the console near Rick. There is a plug behind the shelf. This is a good place to SAVE. Now, letís head into the GENERAL WEAPONS STORAGE AREA. Big room - a truck, mobile armor, computer banks, a resuscitation box, big containers in the room next to it and the B3 crane. (ďOH, Moe! Look! Another corpse!Ē) Thereís a W. DDK input disc next to the corpse - no time to rejoice, Ďcause we finally get to meet ďHanz und FranzĒ, the Tank Dino twins, ya! Hanz treats Regina with a swipe and knocks her to the floor. He barrels in for the kill, but misses and swipes the hoist chain instead, dropping the Container down on our heroine, but ever ready Regina, with her cat-like reflexes, rolls out of the way just in time. (You were mashing away like mad, right?) Now, donít hang around for Hanz to get another bead on you. Get a move on aní book through that big door! Enter the TRANSPORT PASSAGEWAY. There are two ďAĒ Level doors in here - a big one and a smaller one. Thereís a screen on the right - still locked, and a big truck - on it is the C.O. Area Key and the final B3 Crane card, and, OH, Yeah - Franz, Hanzís twin clone brother (on his fatherís side). He isnít thrilled to see you, either, so be quick about getting the goodies and getting out. When youíre back in the General Weapons Storage Area, Hanz is gone. (Too bad; I was getting to dislike him.) Head for the ladder; climb it and enter the B3 Craneís Cabin. Pop a B3 C. card in the control computer and get ready for the B3 CRANE PUZZLE. Letís move those containers out of the way so Regina can get at the W. DDK input disc. You have to move the correct four containers to get at the disc. (We belong to the Superior Species). So, youíre done and climbing down from the crane. Run to the disc and motor out of this joint, back to the B3 Control Room. Head out to the B3 Carrying Out Room, sweep around to the opposite side and use the CO. area key on the doors. Book down the Passageway to the REST ROOM. Hanz und Franz are in here and they want to ask Regina to be supper. Pick up the B3 area map on the wall. Check the dead researcher against the wall. (ďA puh-luggg!Ē) Thereís a W. DDK door, a double door and an elevator door (stay away from the elevator door, unless youíre bored and have some ammo to waste) and a tank Dinos appear, and there are enough of them in this area to call in any extras. Pass through the doors and enter the CENTRAL STAIRWAY. Run past Franz und Hanz, (how the heck did these guys get over here so fast - they must be Cloneboys, too) turn right and make it to the stairs before they lay claim to some Regina meat. Climb the stairs. Most times, thereís a box on the floor at the corner. You can hear a Lucien around the corner, so get ready to run or shoot. Iím going to dart this one for now. Iíve got five P. darts; I want to make another one for an even six. There is a set of doors ahead - lets go that way and see whatís afoot. Above is an open vent. Enter the B2 SECURITY PASS ROOM. Regina runs by this cool ďTotal RecallĒ-looking screen and an alarm goes off, warning all the dead people that sheís got a gun! There is an S. DDK input disc on the central computer console, a B2 key chip and a plug behind the DEAD researcher. There is also another ID computer near the corpse. ďThe Bells, The BellsĒ,(sorry Victor, I couldnít help myself). That alarm is getting on my nerves and, well, you canít leave the security area until itís turned off, so - ďMake it so, number one.Ē Run over to the console between the chairs and hit action. The red lights go blue and itís back to the monotonous music once again. Resident Evil aint got nothiní on DC in the Monotonous Music Department. (What do you expect for fifty bucks, anyway?) On your way out, read the file on the counter. Head back out to the hall. (SAVE on your way out.) I see sleeping beauty is fast asleep on the floor. Move to the vent grate and hoist up. Continue until you come to the next opening. Drop down into the EXPERIMENT ROOM HALL. There is aother hall to Reginaís left with a door at itís right end. Straight ahead there is a door to her right and at the end of the hall, a door on the left, plus a RED and GREEN E. Box. Behind her is a screen and another door ahead. Go down to the end of the long hall and open up the Red E. Box. Oho!, another P. dart - thatís six now. Iím out of plugs now, so Iím going into the RESEARCHERíS RESTROOM. (ďHey, Gail, long time no see, what? Man, did he fly out of there, or what?Ē) Gail says, ďHeís running out of places to hideĒ, and heís gone. I wonder if he found any toilet paper? Well, have a look around the room and see what you can find. A scary journal, which, when opened, has some infighting going on, and talk of poisoning. Last, but not least, a WALL MONITOR that requires an ďAĒ level card to work it. OK, Iím bored with this room. Lets go out into the hall and check out the other door. Oh, well, itís locked from the other side. Go down the hall and bang a right. Oh, joy, a ďCĒ level card. Letís pick it up. (Cut Scene - a Lucien jumps up through the floor grate. ďReginas, start your mashing!Ē) I darted Lucien by accident, got the card and entered the STABILIZER DESIGN ROOM. On the first table there is a message book; read it. Itís important, right, so youíll know what to do. On the other side of the table there is a W. DDK code disc. Thatís about all for this room, kiddies, so letís book back to the Vent and make our way back to the B3 area - and donít forget to save on the way through the B2 Security Room Hall. Ooh, did you have an extra Lucien in the hall when you came out? Get up into the vent, drop down and head into the Security Room hall and (SAVE) exit. Head down the stairs. (Cut Scene - Rick informs you that heís unlocked a few more screens.) Now Regina has two anal-inflamed Therizinos on her case, aching for a go at her. Our Dino Honey zigs when they zag and squeezes by them yet again - hit the road, slappies! Regina is now back in the Rest Room and heading for the W. DDK door. Install the two W. DDKís and enter the DISEMBARKATION IMMIGRATION OFFICE. Thatís a mouthful! Letís see now, a plug on another corpse, and Rick! Where did he come from and why isnít he sliced and diced into little ziplock bags? Of course, he starts telling Regina what to do again (she oughta cap his butt, pronto.) Pick up the B2 Key chip on your way out and SAVE. Iím going to load up on some P. darts. I have a feeling my luck is being stretched. There are two Therizinos in the hall. Dart them if you canít get by them. HAAA! Made it by both of them in the passage. Now, back in the B3 Carrying out room, Regina runs to the elevator and hears screaming coming from the elevator speakers. Lordy! Looky who pops his ugly nubbiní haid out from the Large Elevator, but Mr. Chuckles, who proceeds to bite some big electrical thing that sends a couple 100 thousand volts through his Prehistoric Anus. Knocks him out good, too, but the idiot broke the elevator and itís up to Regina to fix it so she can get the Port Card Key thatís in the elevator for ďMr.You-have-to-do-this-and you-have-to-do-thatĒ (Rick). Stop at the battery thingy and get the W. battery. Head back to the place where you first picked it up - the B3 Backup Generator room. Install the battery and do the Battery Puzzle to get things running again. Go back to the Large Elevator door and raise it, get the Port Card Key, the D. DDK, the input disc and the plug. Leave this dismal place and head back to Rick. If you can, do another end run around the two clowns in the passage and make it back to olí Rick. If not, dart the buggers. When you get back to Rick, he processes the Port Card key and opens the Passageway to the Port. Hereís another Evil Vortex, folks. Rick makes a wish and tosses in a Krugerand. On the way out, Regina steps on the S. DDK code disc. Exit the Port area and head for the Central Stairway and the stairs to the B2 area. Well, that didnít go very well - Hanz und Franz ganged me in the hallway, and they hacked on Regina. I had to take a L++ medpak to continue. I took the plug past the screen but didnít access the RED and GREEN E. Boxes. Onward to the vent in front of the Security room. Drop down, turn around and open the screen. Run in; thereís at least one Lucien on your tail. Enter the STABILIZER EXPERIMENT ROOM. I darted the Lucien in here to give me some time. Thereís a plug on the floor, a D. DDK code disc on the table, a glassed-in locker with something inside of it and a combination I donít have yet. Lucien is up and I better book if I donít want to be lunch. Go back out to the Hall and pick up the Resuscitate to make a P. Dart. Go up the vent and back to the Security Room and rewrite the B2 KEY CHIP CODING PUZZLE. Drop down through the vent. Yikes, the Lucien clone is awake and prowling close to the door, so there is a good reason for the 180į spin after all. Regina is limping a bit, but Iím going to hold off on a med. just yet; bumping into all these guys is taking a toll on Regina. Install the two chips in their order and punch in the code to start the machine up. (Look on the chips; try each number Ďtil it works.) Commence with the second of the disc stacking puzzles. I like these puzzles. When youíre done, head out the S. DDK door, solve the password and win access to the next area. (SAVE on the way out.) Enter the green sterilization hall, then exit when cooked and turn right. Head down to the end to the D. DDK door. Notice the ďAĒ level door to your left - youíll be back in a bit. Enter the two D. DDK discs into the coder and solve the password. Enter the passageway and go to the second of the two B2 key coders. Install the number two B2 Chip. Proceed through the open door. Go to the number one B2 Key coder and install the number one B2 Key Chip. This door now opens up for you. Go through two more doors and enter the B2 3RD ENERGY AREA. This is a big room. Thatís the top half of the Generator to your left. (Cut Scene) Talk to Rick - heís a bossy and lonely guy! Start moving. When you get the scene from between the two upper sections of the generator perspective, stop and approach the wall panel and activate the walkway. Donít bother going down there yet. Head down to the next door. Enter the THIRD ENERGY CONTROL ROOM, go down the stairs and explore. Move the shelf and take what you find if you need it. There is a journal; read it - there is a small bit of important news in it. There is also a ďBĒ level card in this area but I have never used it. Go back upstairs. There is an elevator, but donít use it. Go to the raised console platform and get the plug. There is a lone computer console and a journal. (Read it; itís important.) Turn around and head into the POWER FREQUENCY ROOM. As soon as you enter the room, get the B2 area Map on the wall. Read the memo on the table and write the info down (this is very important). Go to the bluish wall panel and find the GENERATOR UNLOCKING PUZZLE. (Another puzzle guys - flex the knuckles and get down to business.) This is the second and last squiggly-line alignment puzzle in the game - just like the one in the B2 computer room, just a different design. Solve it and head back to the computer console outside the Freq. Cont. Room. This is the Generator test computer. Do a test. It will fail; youíll hear a gun shot. Go back into the Freaq room. The researcher is now dead, if she wasnít before. Thereís blood all over the place and sheís holding something; get it. Also, look very close at the wall next to her. ďMMMMMMMM, fingerprintsĒ (H. Simpson gargle noise). Get them with the FPD. There is a RED and GREEN E. Box on the wall. I opened both of them and made a P. Dart. Now, go down the hall. Someoneís there; chase him. (cut scene) OOPS! Dr. Kirk snuck up on Regina, but Gail comes to the rescue and shoots the pistol out of his hand, right next to Reginaís face - what a shot! Kirk goes through another prima donna rant session and gives up the info to shut the place down. He also hoarfs up his ďAĒ level card. Rick shows up to add his two cents to the story. He gives Regina the planning disc and then thereís decision time. The crazy thing about this is, if you chose Gailís way, the Planning Disc disappears from your inventory but if you choose Rickís way, when the conversation is done, you acknowledge receipt of the disc and store it in inventory. Before you leave the room, after you decide which path to follow, look for stuff in both rooms. DECISION Choose to folow Gail or Rick GAIL 3RD OPTION COMPLETED INITIALIZER AND STABILIZER Search Kirkís Lab, find the plug and read the notice to the staff; it explains how to do something important. Go into Kirkís Library Room, get the M. Med. and read the document on Kirkís desk. He is a naughty boy! OK, you have all there is to have here, so letís boogie out of here and get those completed devices. Exit to the third Energy Area, bang a right to the door and blow through the passageway. First you want to stop in the ďAĒ Level Room off the B2 Parts Storage area. Once in here look for goodies, thereís a real good one waiting for you. Did you find it and attach it to the G.Gun? Now that your done in here you want to get Regina back to the B2 Security Rooms computer to cut a new ID card with Kirkís info. Stand in front of the Computer and put the ID card in, punch in Kirkís Reg. # and follow instructions. Exit the B2 Security Room and ďSAVEĒ on your way to the Central stairs. Deal with Lucien if he gives you a hard time. Step down the stairs to the B3 Hall and out to the Rest Room Area. We want to get all the way back to the Weapons Storage Area, just pass where the B3 Crane Puzzle is. Chuckles is still out cold in the B3 Carrying out Room. Hanz und Franz are back in every room again, so use up your darts, slags and heat and G. rounds. Enter the smaller of the two ďAĒ doors ( itís on the right), run across the room and enter the door at the end. Locate the lift to the second floor of the room and retrieve the two completed devices. Now head back to the B3 Rest Room. The ďAĒ level card will let you use the elevator back to the B2 Third Energy Control Room. Ignore Franz, heís just upset that you didnít invite him to the cast party Friday afternoon. Do another Generator test with Kirkís ID card (it will succeed) and follow instructions. Head to the Third Energy area in the next room. Run all the way down to the two doors, bang a right to the lift and drop down to the B3 level. Find the Initializer Installation Module, hit the green light and install it. Turn around and move to the Third Energy Generator, start the computer and get the plug on the way back up to the B2 level. Run back around the generator Ďtil you arrive at the different perspective from between the two upper Generator halves. If you didnít extend the gantry the first time you ran through here, do so now by activating it at the bluish wall panel close by. When it is fully extended find the Stabilizer Installation Module and install the Stabilizer. Turn around and use the Third Energy Activation Computer. (cut scene, a BIG one, when Regina is released from the cut scene, get her back to the injured Gail in Kirkís Library.) Gail has tagged Kirk with a locator; pick him up and get him back to the Immigration and Disembarkation room. Back at the Immigration and Disembarkation Room, Rick is still happily plucking away at the computerís terminal. When Rick learns that Kirk has escaped yet again he dons his False Bravado Macho face, and claims that heís going to kill Kirk.(mmm- hmm!) Everything is set; the Third Energy Generator has removed the vortex and itís decision time again. Gail wants to go after Kirk and Rick wants to get the flock out of there. Again, itís up to Regina to break the stalemate. DECISION RICK 3RD OPTION SEARCH FOR INITIALIZER AND STABILIZER PARTS OK, weíre going to follow Rick this time. Search the room, find the plug and read the notice to the staff; it explains how to do stuff. Go to Kirkís Library room, find the M. Medpak and the document on Kirkís desk. OH, he is EVIL!!! Letís get the show on the road and head out of here. Head out the other door to Kirkís Lab and enter the B2 Third Energy area. Turn right and out the door next to you; Iíve armed with P. darts and darted Lucien for the ďhalibutĒ. Enter the Parts Storage Hall and then through the ďAĒ level door. Search through here and find the G. Gun enhancement. Thereís a big console in the middle of the room; you need to use the planning disc to operate it. Move the cabinet, get the plug and check out the wiretap. The tones you hear are going to be duplicated on the CORE PARTS COMPUTER CONSOLE in the center of the room. This was a most difficult puzzle for me to solve because of all the variations; it took about 15-20 or more tries before I stumbled upon it, so when you solve it, write it down. Move to the computer and read the file. (This is important; write it down.) Insert the Planning Disc into the computer. When youíve solved the code, two drawers open up at the back of the room, with a Core Parts 2 in one drawer and a Core Parts 1 in the other. Get both and leave this room. Enter the green sterilization hall and go back to the B2 Security Room to process the Id card with Kirkís info. Install the ID card in the computer near the dead researcher and follow the instructions. Using the information you have on Kirk, Reg. # and fingerprints, write a new ID card that gives Regina Carte Blanche. Exit the room and (SAVE) on the way out to the Experiment Hall. Once back in the Experiment Hall, turn left and then right to get back into the Stabilizer Design Room. If any of the Luciens give you a hard time on the way, slap them around like a red-headed stepchild. (To all red- headed stepchildren out there, sorry, I couldnít help myself.) There are darts at the door of the B2 Experiment hallway. If you didnít pick them up and you should have some P. darts and such, donít take any lip from them. Enter the STABILIZER DESIGN ROOM. Move to the first console on the left; itís straight through the door. Pop in the planning Disc, punch in the code and move to the end of the counter to pick up the part. Swing around the room to the other console near the back of the room, pop the P. Disc in it and do that code. The next two parts slide out; get them and book back out to the Hall. Now move to the Stabilizer Experiment Room. Enter the STABILIZER EXPERIMENT ROOM. Remember the glass case? Well, lets see whatís in that box; we have the combo now, eh? OOOH! new barrel and pump, weíre toting the SPAS12 now. Turn right and then left to the next door to your right and enter. You must head straight into the room and circle right around the big console (clockwise) to find the final part in this room. Put the P. Disc in and pull out the sixth part, no codes needed. Now turn around and locate the big recessed area to Reginaís right; it has a vertical tube-looking thing reaching to the ceiling. When found, access a Part from inventory and click use; follow the instructions. This can get tricky because you can never tell from which direction the parts will be coming, so you must swing the part around to meet itís alignment before contact, or it will fail and youíll have to start the process all over again. So, stay frosty, cool your jets, Zen out and ďIíVE GOT TO SAVE THOSE WHALESĒ, (Sorry, wrong movie phrase), Letís Bake! The Stabilizer comes first and then the Initializer. When both are complete, remove from device and store. Itís time to return to the Third Energy Generator Area and install the completed parts. You ought to know the route by now, so Iím going to pick it up from the Entry door there. Run straight through and enter the Third Energy Control Room. Return to the Generator test computer and do another test. (Now that you have Kirkís ID, you will complete the test.) Follow the instructions when complete. Itís important that the Initializer be installed first, so lets head back to the Third Energy Areaís Entry door near Kirkís Personal Lab. Turn right and make for the lift, down to the B3 Third Energy Area. Find your way around to the other side of the machine and install the Initializer. Look for the green button on the wall and press; the device will open. Put the Initializer in and watch (DUUUH... I like moving things huh, huh, huh). Turn around, move to the second console and start the Third Energy Generator. A big long tube moves across the room. Get the plug if you want, head back to the lift and make your way to the walkway Regina extended earlier in the game between the two upper halves of the Third Energy Generator. Find the green button on the end wall and push; install the Stabilizer. When completed, turn to the big computer console and activate the Third Energy Generator. (cut scene - a long one too) When Regina is released, head back to Kirkís Lab to help Gail. (cut scene. You drag Gailís wounded butt to the Immigration and Disembarkation Room.) Back at the Immigration and Disembarkation Room, Rick is still happily plucking away at the computerís terminal. When Rick learns that Kirk has escaped yet again he dons his False Bravado Macho face, and claims that heís going to kill Kirk.(mmm- hmm!) Everything is set; the Third Energy Generator has removed the vortex and itís decision time again. Gail wants to go after Kirk and Rick wants to get the flock out of there. Again, itís up to Regina to break the stalemate. DECISION GAIL 1ST ENDING "A" KIRK, STABILIZER EXPERIMENT ROOM Whatever decision you made before ( finding the completed Devices or assembling them) will be the deciding factor on where Kirk is. If you assembled the two devices Kirk will be in the B3 SMALL WEAPONS STORAGE room, off the B3 TRANSPORT PASSAGEWAY. If you elected to find the completed devices then Heíll be in the B2 STABILIZER EXPERIMENT ROOM. Youíll be notified by the locator (the thing Gail gave you in Kirkís library) if you forgot. Regina just found the completed devices, so Kirk will be in the Stabilizer Experiment Room. When weíre done with this scenario, weíll jump back and do the opposite one for a complete package deal. What we want to do here is make our way to the Central Stairway and up to the B2 level where the open ceiling vent gives access to the piping passage. Iím loading P. darts for this one. Once in the Piping passage, drop down into the Experimental Hall, do a 180į and enter the Stabilizer Experiment Room. Gail and Kirk are there; join the clatch. Regina gets to hear all the gory details as to the real purpose of the mission. Gailís wounds have become fatal. He collapses to the floor and dies. (What a ďGUYĒ.) Well, no time like the present to blow this joint. Tah, Gail, ďSee ya, wouldnít want to be yaĒ. Accept the disc and book. You end up back at the Port place. (Iím getting finger cramps typing Disembarkation and Immigration Room.) Rick takes possession of Kirk and leaves Regina to ponder the whatever. Get a move on, girl, timeís a-wasting. Head through the Port Room and enter the Hovercraft Storage. What the heck is Chuckles doing in the port area? The last I saw of him, he was out in the B3 Carrying Out Room. When you get to the Hovercraft, Rick has it fired up and waiting. Things appear to be flowing nicely, and then - Chuckles is back. Geeze, this is a nice tug, and roomy too. Hereís a YELLOW E. Box. Maybe, if we talk nice- nice to Chuckles, heíll sit calmly for the ride back home. ďNAH, KILL ĎUM!!!Ē If youíre low on ammo, take the G. rounds in the case. If youíre hurting, there should be some Medpaks in the E Box. OK, hoist up your panties, girls, itís ďGETTINí UGLY TIME!!!Ē Get Reginaís buttocks out on the Hovercraftís aft section. (Thatís the rear end to you naughty nautically-challenged out there.) ďKILLINí TIMEíS COME!!!Ē( I love typing in bold like that.) With four grenades in the moosh, Rick fires off the rocket and fails the job AGAIN (typical). What a lousy shot this guy is. The best is yet to come, though, when Chuckles turns up alive. Regina goes out yet again and finishes off the Big Prehistoric Chicken for the last time by planting an explosive charge down his gullet and setting it off by remote. I love that scene; everything looks fantastic. Itís my favorite ending GAIL 2ND ENDING "B" KIRK, B3 WEAPONS STORAGE ROOM OK, this is the second ending. The second ending has an A and a B version in the Search For Spock, I mean Kirk. If you went for the completed devices, then Kirk will be in the Stabilizer Experiment Room. If you went to find the individual Initializer and Stabilizer parts and assembled them, then Kirk will be in the B3 Weapons Storage Room. Since Regina assembled the parts this time, weíre going after Kirk in the B3 W.S.R. So, Gail convinces Regina to go after Kirk. Letís go already, out into the rest area. Head for the ďAĒ door at the end of the Central Stairway and deal with the Dinos if they hassle Regina; weíre in a hurry. Enter the PORT TRANSPORT PASSAGEWAY. Thereís a Horizontal elevator and two floor boxes this time. Go for a ride, and when it stops, move through the big door into the HELIPORT TRANSPORT PASSAGEWAY. Turn right and go through the big door into the TRANSPORT PASSAGEWAY. Be careful, thereís a mad Therizino in there, just waiting to gore Regina - a lot! Make way for the small ďAĒ door, SMALL WEAPONS STORAGE. Now, hear the ugly reasons for the REAL mission. DAMN YOU GAIL!!! Gail bites the big one and Regina gets to give Kirk some much needed dental surgery. Kirk and Regina magically meet up with Rick in the Immigration and Disembarkation Room. Rick takes Kirk to the Hovercraft and Regina takes off after them when she regains her stunned wits. Enter the PASSAGEWAY TO THE PORT. When you get there, (Cut Scene - how the heck did Mr. T get himself here, lying on the floor and bleeding from the mouth? He should be in the B3 Carrying out room.) When released, come about and get her to the Hovercraft Storage Room. There is a floor box in here. When Regina enters the Hovercraft Room, Rick is ready to go and Chuckles wakes up. That wasnít blood, that was bloody drool from something he just ate. Heís after our people again; for the last time, I hope. This is the Luxury Hovercraft. Itís roomy and has itís own YELLOW E. Box, if your hurting and donít have any Meds - itís always had two M. Medpaks in it. Donít forget the plug. If youíre in need and you have the room, take the G. rounds. This is my favorite ending; I think itís the coolest of them all. OK, get Reginaís Heineken out on to the aft section of this scow and teach Chuckles some manners with some in-your-mouth pyrotechnics. Slick Rick hits a big tank and blows a lot of stuff up, but does he get the Dinosaur? NO!!. So Regina heads back out onto the deck and packs some nitro with four blasting caps and gives them a toss down the old gullet of big and ugly, then pulls out her trusty remote and ends it all. GAIL 3RD ENDING "C" SECRET Since Regina assembled the Initializer and Stabilizer parts this time, weíre going after Kirk in the B3 W.S.R. So, Gail convinces Regina to go after Kirk. Letís go already, out into the rest area. Head for the ďAĒ door at the end of the Central Stairway. Deal with the Dinos if they hassle Regina. Enter the PORT TRANSPORT PASSAGEWAY. Thereís a Horizontal elevator. Go for a ride; when it stops, move through the big door into the HELIPORT TRANSPORT PASSAGEWAY. Turn left, get on this lift and take a ride. When the lift stops, get off and enter that ďAĒ level door. Surprise, surprise, surprise! - a helicopter. (Inspect it if you like) Now that you have this new information, you need to get back and locate Gail and Dr. Kirk. Go back to the lift and ride it back to the beginning. Exit the lift and go through the big door into the TRANSPORT PASSAGEWAY. Be careful, thereís a mad Franz in there, or Hanz, they look so much alike. Head for the small ďAĒ door SMALL WEAPONS STORAGE. Now hear the truth about this mission. DAD GUMMIT GAIL!!! Gail Doesnít bite the big one this time. You get him and Kirk to the chopper, radio Rick to tell him the surprise, which is a good thing because Chuckles has gone berserk and destroyed the Hovercraft. You break radio communication with Rick and take off to the horizontal lift. Get in it and zoom to meet Rick at the starting point of this lift ride. Rick runs in and proceeds to take his sweet old time about getting the heck out of there. Mr. Chuckles makes his usual grand entrance, wrecking yet another door. (He must be Mr. Deep Pockets.) From this point on, the story follows the regular secret ending. Chuckles chases the lift and Regina must fend him off long enough for the lift to make velocity and out distance him. When the lift reaches the end, Regina and Rick get into the Chopper with Gail and Kirk, and vamoose. As always, Mr. T isnít ready to give up the chase quite yet. He almost gets the Chopperís tail section before Rick drops that conveniently placed bomb on the underside of the chopper. FIN RICK 1ST ENDING "A" HOVERCRAFT By choosing Rickís way, Regina strikes the weakened Gail, knocking him unconscious. Rick picks the sleeping Gail up and heads for the Hovercraft. This is the branching point for the first ending and the Secret ending. Weíre doing the first one, so get Regina hopping after the two guys, letís finish this job and go home eh! (SAVE), so that you can come back and do the Secret ending from here. Otherwise you can do it the way I did - start the game from the beginning and do the secret ending in itís, what I think, proper sequence. Enter the Passage to Port Hall, pass through the doors, take whatís in the Ammo box if you need it and leave the room. Enter the PORT and explore, if you like; there should be one box laying around. I like turning left at the door; go around to the next door and enter the HOVERCRAFT STORAGE AREA. There is a RED E. Box; go down the stairs. (Cut Scene with Rick - need some Nuke Food for the Hovercraft.) Rick tosses Regina a container; head back out to the Port area to find Nuke Food. (SAVE, if you like.) Go straight out the door along the dock to the red-bottomed barrels (Nuke Food.) Pull out the container and fill it up; return to the guys and toss it back to Rick. (Cut Scene - Now itís the final conflict with Mr. Chuckles and heís going for broke on this one, so be on your toes.) Rick tosses you a plug and some grenade rounds. If you didnít have the G. Gun out, do so and load with the grenade rounds. (SAVE) Do it this time - you never know you - could flake, run into a wall and be chowed on, of course you can use continues too! Enter the Port area again for the finale. Chuckles is going to break through the big door and chase Regina again. When Mr. T gets very close to Regina, youíre going to get the FIRE DECAL on the screen; do so right in the mouth and beat feet again. This will happen three times total, so try to let him get close enough to get the Fire signal before you complete one lap of the Port. Itíll be over quicker this way, one way or the other. When you make it around to the dock side again (cut scene- Rick shows up with the Hovercraft all gassed up and ready to go). He pops out of the hatch and ineptly fires a bazooka at Chuckles and misses - it figures! Everything falls apart at the seams now. Regina hops on the Hovercraft and they take off. Chuckles, not wanting to hang around either, goes for a swim. They think heís still after them, but heís not. He doesnít want to hang around and get blamed for this mess. I leave the rest of the ending to Regina, Gail, Rick and you! RICK 2ND ENDING "B" SECRET After knocking out Gail, instead of following the two guys to the Hovercraft, head out into the Rest Room and over to the Central Stairs Hall. (Remember the ďAĒ door at the end of the Hall?) Letís go exploring, eh? Iím going to stick with P. darts on this outing. Hanz und Franz will be waiting for you. Open the screen and pick up the plug. There is a RED an GREEN E. Box on the right. If youíre in need of ammo or whatever, itís here, but havenít found a Med. in them yet. Go through the ďAĒ door and enter a new type of room, the PORT TRANSPORT PASSAGEWAY. Thereís a horizontal elevator to Reginaís right. There may be some random boxes, get on the lift and see where it take you; it appears to be a dead end, nope, thatís a door. Enter it and letís see what gives. Enter the HELIPORT TRANSPORT PASSAGEWAY. To your left is another Horizontal Lift. To your right, a door that leads to the TRANSPORT PASSAGEWAY. Go left and take the lift. When Regina comes to a stop and exits the lift, she spies an ďAĒ door. Move through it - what a surprise, a secret chopper hanger - and who do you think is trying to make his weasely escape? Yup - Kirk! Get him! If Iíve got to get kicked in the chops, I want her to do it to me! Kirk drops like a hod of bricks (the WUSS) pick up the plug and the grenade rounds, if youíre low. Head back to the beginning of the Heliport Passageway. (Cut Scene) The guys show up; get a move on, Chuckles is coming. He gets in and is on a dead run after the lift. Gee, you know, Chuckles looks a lot like Freddie Mercury to me. I wonder if he could sing ďChampionsĒ? Three or four rounds will put a sour taste in his maw for a second or two, but only long enough for the four of you to get to the Chopper and book. This is also a very cool ending, so Iíll leave this for you and Regina to experience alone. FIN ------------------------------------------------------------------------------------- E- BOXES Green E-Boxes (Medical supplies) 1st Fl.Conrol Room Hall Hemostat 2 Med. Pack M 2 Rec. Aid 2 Resuscitation 2 B2 Research Area Hall Recovery Aid 1 Intensifier 2 Resuscitation 2 B2 Experiment Room Hall Resuscitation 1 Recovery Aid 1 Intensifier 1 Med. Pack M 2 Hemostat 2 B3 Central Stairway Hemostat 1 Intensifier 1 Recovery Aid 2 Resuscitation 1 B2 Power Frequency Room Resuscitation 1 Recovery Aid 4 --------------------------------- Yellow E-Boxes (Mostly Medical supplies & some ammunition) 1st Fl. Strategy Room Med Pack M 1 Hemostat 1 Intensifier 1 Slag Bullets 5 Resuscitation 1 B3 Control Room Hemostat 2 An. Aid 2 Multiplier 1 Resuscitation 1 Hovercraft Slag Bullets 10 Recovery Aid 1 B3 Secret Helicopter Pad Med. Pack M 2 An. Aid 1 Recovery Aid 1 Resuscitation 1 ------------------------------------ Red E-Boxes (Mostly Ammo and some medical supplies) 1st Fl. Elevator Hall 9mm Parabellum 34 SG Bullets 10 Poison Dart 1 Intensifier 1 B1 Laboratory Hallway 40S&W Bullets 18 Slag Bullets 10 SG Bullets 10 Poison Dart 1 Communication Room 9mm Parabellum 17 SG Bullets 10 An. Aid 1 Multiplier 1 B3 Control Room Grenade Bullets 3 Heat Bullets 3 SG Bullets 5 An. Aid 1 Intensifier 1 B2 Experiment Room Hall Poison Dart 1 Slag Bullets 10 40S&W Bullets 18 An. Aid 1 Multiplier 1 B3 Central Stairway Poison Dart 1 Heat Bullets 3 Intensifier 2 Multiplier 1 An. Aid 2 B2 Power Frequency Room Heat Bullets 3 Grenade Bullets 3 Slag Bullets 10 An. Aid 3 Intensifier 1 Hovercraft Storage Dock Intensifier 1 Multiplier 1 An. Aid 1 ------------------------------------------------------------------------------------- PUZZLE SOLUTIONS Battery Arranging Puzzles The battery puzzles are all the same, once youíve solved the first one, the rest are a simple repeat. There are four battery colors: RED GREEN BLUE AND WHITEFor obvious reasons, white is in black. (I knew you would understand.) This is the order that they must appear in to get the Generators to work. Each glassed case has a set of buttons that Regina must push to move the Batteries around to their proper order. Once the proper order has been achieved, push the cancel button and move to the Colored Lever Wall Panel to the right of the Battery case and activate it. If Regina placed the Batteries in their proper sequence, the Generator will start and run. Pipe Puzzle The Elevator Power Room Pipe Puzzle is an easy one, and probably doesnít need to be elaborated on, but what the heck. After Regina has landed on the floor and picked up all the necessary things, head for the Pipe Puzzle. Standing between the six consoles with the ladder to Reginaís right side, move to the one furthest away from the generator, face the console and press RED. Move to the middle one now, to Reginas right. Press GREEN, move to the next one to her right, which is closest to the generator, and press BLUE. Do a 180į turn and move across the room to the console opposite the one Regina just left. As in the previous three consoles, successively press RED, then GREEN, then BLUE. The pipes will be all lined up and the generator will start and run. B1 Carrying out Crate Moving Puzzle You have to do this puzzle whether you go with Gail or Rick. You get four moves, Hoist and Release. The moves are: 2 forward, 1 left, 1back, 2 right First container: 2 Forward, 1 Left, 1 Back, Hoist, 2 Right, Release, Start. Second container: 2 Forward, Hoist, Start. Exit Gas Experiment Puzzle This was another difficult puzzle for me, not because itís random, because it isnít, but because itís odd. Many combinations will work. (Blue, Blue, Red, Green, / Red, Red, Green, Blue, / Green, Green, Blue, Red, etc.) I donít know why you must use double colors for the first two. Maybe there are more convoluted formulas but the four-bangers are the quickest. I always use the R,R,G,B one cause theyíre one after another. Library, Disc Stacking Puzzle This is a nice, fast puzzle. It starts with a stack of four white discs and four clear discs on top of the white. Regina must arrange the stack so as to match the stack at the lower left corner of the puzzle screen. This can be done in four moves. Go to the bottom of the stack and pull out two White Discs and move it to the top. Now pull out the first Clear and White Disc set and move them to the top. Next pull two Clear Discs out and move them to the top. Lastly, pull out the top Clear and White Disc set. Move them to the top, done! Hanger Crate Moving Puzzle There are six Crates to be moved in the Hanger to get outside to the Helicopter Landing Pad. Only the smaller light colored crates can be moved. When Regina enters the Hanger she will make two left turns and face the first pair of crates. She must move the one to her right forward then run around it. She will now approach the next pair of Crates. Facing the two crates she must move the left one forward, then turn right and move the second crate into the space between the large and small crate. Advance to the next and final pair of movable crates. Facing the two crates move the crate to her right forward, now turn left and move the sixth and final crate into the space between the two crates. You have now completed the Crate moving puzzle, get your diploma on the way out the door, remember to close the door on your way out eh! B3 Crane Moving Puzzle You must move four containers to access the W. DDK Disc. Put any of the three B3 cards in the control computer, and the same commands come out. F= Forward, B= Back, L= Left, R= Right, Li= Lift, Re= Release. 1, 2R, Li, 2L, Re 2, 3F, Li, 2L, 1B, Re 3, 2R, 3F, Li, 2L, 1B, Re 4, 2R, 3F, 1B, Li, 5, Exit B2 Key Chip Coding Puzzle This is just like the B1 Key Chip Coding Puzzle in the Library. This one has two stacks: White and Clear on the left side, Red and Clear on the right side. Like the B1 puzzle, this one only needs four moves per stack. Each stack must be set up so that the White stack can be transferred to the top of the Red stack, which takes two moves for a total of ten moves for completion . Left, White and Clear Stack Here goes: bottom Clear/White discs move to top. Next, take the Double Clears and move them to the top. Next, take one of the Double Whites and move them to the top. Lastly, take the other Double Whites and move them to the top. Now it stands at four White Discs at the top and four Clear discs at the bottom of the left stack. Right, Red and Clear Stack Take the bottom Red/Clear discs and move to the top. Next, take the double Red discs and move them to the top. Now, take the bottom Double Clears and move them to the top. Lastly, take the now bottom Double Clears and move them to the top. It now stands at four Clear Discs at the top and four Red Discs at the bottom. Now you are ready to transfer the White Discs over to the Red Discs. Locate the transfer button to the left of the White/Clear Disc stack in the code window. Move the cursor to the bottom Double White Discs, transfer with the opposite Double Clears over at the Red Disc stack. Duplicate this move for the last Double White Discs. Now you have the left stack as four White Discs on top of four Red Discs. It is complete and the recoding of the B2 Key Chips will begin. B2, Power Frequency Room, Generator Unlocking Puzzle This is just like the B1 Computer Room Lock down Puzzle. There are three sample patterns and a completed pattern at the lower left corner. You must turn the sample patterns and then set them in place to match the completed one. In this puzzle, the left and middle patterns must be turned one turn (90į) to the left (counter clockwise). The order of placement is: Middle, Right and Left. Puzzle solved. B2 Parts Storage Room, Core Parts Computer Console Puzzle The tonal sounds are 367204 B2 Stabilizer Design Room Puzzle If you read, or remember to read it again, the memo in this room tells you to split the Parts Storage Room Core Parts Computer Console Puzzle code 367204 in half and to add a -0- to the front of each new code, producing 0204 and 0367. DDK Password Solutions As mentioned earlier in the walkthrough the DDK Passwords are simple subtraction puzzles. The Passwords are hidden in a maze of letters, your job is to winnow out the chaff (unnecessary letters) 1. The first type is the letter for letter removal. The Letters in the lower (KEY) Window are to be removed from the upper or (CODE) Window. This technique works for the first two Password Puzzles. 2. The next puzzle form is still a subtraction puzzle but a small change has been made. The Key window now has numbers in them instead of letters. The numbers represent Letters, i.e. (1 = A, 7 = G). This one works for two of the Password Puzzles 3. Next in the Password solving puzzle line is the number in the Key Window equals a column in the Code Window. Thatís correct the number in the bottom window no longer has a letter equivalent. It now represents a column in the upper Code Window. This trick works for two of the Password Puzzles. 4. Last but not least is the Letter in the Key Window gets removed from the Letter equivalent number in the Code Window. A reversal of the #2 puzzle type. Bare in mind that the Password you are looking for is always related to the place your trying to get to. The letter of the DDK is always the first letter in the password your trying to solve. If your still stuck the answers are on the next page. I hope you stick to it and solve them all on your own. 1. HEAD 2. NEWCOMER 3. LABORATORY 4. ENERGY 5. WATERWAY 6. STABILIZER 7. DOCTOR KIRK ------------------------------------------------------------------------------------- Wall Monitor,B2 Researcher Restroom. Iím not sure why this door is here. Itís certainly out of place in this area and serves no real value to the game, as far as I can tell. There are so many reasons that make this option ignorable. #1. You canít do the puzzle when you meet Gail in here. You need the ďAĒ level card from Kirk to start and or solve the puzzle. #2. Once you acquire the ďAĒ card from Kirk, if you agree to follow Rickís way to assemble the Initializer and Stabilizer, you can run to the R. Restroom while youíre in the Experimental Hallway and do the puzzle to open the door, but you still canít access the door. You must have the Generator in the overload mode first to enter the passage. #3. Who is going to run from the B3 level all the way back to the B2 Experimental Hall to use this door? Now, you may ask, ďBut what about when you have to snag Kirk in the B2 Stabilizer Experiment Room?Ē (Gailís Way/Get Kirk/last decision) Once you have acquired Kirk, you end up in the B3 Immigration Disembarkation Room anyway, so the R. Restroom is still useless. This door takes Regina to the HELIPORT TRANSPORT PASSAGEWAY, a Horizontal Lift that takes her to the Secret Helicopter and Kirk. It has two large doors, one to the TRANSPORT PASSAGEWAY where Regina retrieves the completed Stabilizer and Initializer in the SPECIAL WEAPONS STORAGE ROOM. The second door leads Regina to the PORT TRANSPORT PASSAGEWAY, a Horizontal Lift that takes Regina to the ďAĒ door at the end of the Central Stairway.